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VegetationRender.h 文件参考
#include <array>
#include <cstdint>
#include <span>
#include "common/Export.h"
#include "common/Result.h"
#include "graphics/PbrSurface.h"

浏览源代码.

类

struct  eve::graphics::VegetationSurface
 Owning surface inputs, supplied afresh to avoid accumulating tint/wetness across frames. Color inputs are linear. Overlay, wetness, projection and occlusion controls are [0,1]. The fragment stage derives the final overlay mask from mesh variation and occlusion, the mapped normal and textured luminance. It then applies overlay color/normal/material response followed by wetness color/normal/smoothness. 更多...
 

命名空间

namespace  eve
 Build metadata (engine git commit, build time, third-party version).
 
namespace  eve::graphics
 卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局参数。 数据模型与渲染/交互逻辑见 CardTypes.h。
 

函数

Result< void > eve::graphics::updateVegetationMesh (Graphics &graphics, Mesh &mesh, const VegetationField &field, std::span< const VegetationVertex > vertices, const VegetationMotion &motion, std::span< const float > texcoords, std::span< const uint32_t > indices)
 Deform rest geometry then update an existing mesh through the active Graphics backend. Render-thread only; graphics owns mesh and must outlive this call and subsequent draws. All references/spans are immediate borrows; no callbacks or pointers are retained. Rest geometry is object-space with an explicit motion.objectToWorld transform. Render the resulting world-space mesh with the identity model transform. Updated positions and bounds are shared by color, depth and shadow passes.
 
Result< void > eve::graphics::applyVegetationSurface (Material &material, const VegetationSample &sample, const VegetationSurface &surface)
 Apply an independently sampled field to a masked double-sided PBR material. Render-thread only, no callbacks; material is borrowed during this call only. Existing texture bindings are retained by their existing material lifetime contract.